Lýsing:
Build better software with essential software engineering techniques Beginning Software Engineering teaches you the practical, hands-on skills needed to design and build robust, efficient, and consistently reliable software. Using jargon-free English, this book uses numerous case studies to demonstrate important concepts and techniques, and describes methods that can be applied to any programming language.
Each chapter concludes with a Try It Out and How It Works section where you can test your skills with practice exercises. No previous programming, development, or management experience is required for you to learn how to complete essential tasks within all development approaches including linear, waterfall, and agile. Understand the concept of software engineering Explore the pros and cons of major development approaches and learn the major tasks performed regardless of approach Discover how tasks are handled differently between approaches Written for new programmers wanting to build excellent, functional software, Beginning Software Engineering provides vital information and hands-on training.
Annað
- Höfundur: Rod Stephens
- Útgáfa:1
- Útgáfudagur: 2015-03-16
- Hægt að prenta út 2 bls.
- Hægt að afrita 10 bls.
- Format:Page Fidelity
- ISBN 13: 9781118969168
- Print ISBN: 9781118969144
- ISBN 10: 1118969162
Efnisyfirlit
- Title Page
- Copyright
- About the Author
- About the Technical Editor
- Credits
- Acknowledgments
- Contents
- INTRODUCTION
- What is Software Engineering?
- Why is Software Engineering Important?
- Who Should Read This Book?
- Approach
- What This Book Covers (And What it Doesn’t)
- What Tools do you Need?
- Conventions
- Errata
- p2p.wrox.com
- Important URLS
- Contacting the Author
- Disclaimer
- PART I: SOFTWARE ENGINEERING STEP-BY-STEP
- CHAPTER 1: SOFTWARE ENGINEERING FROM 20,000 FEET
- Requirements Gathering
- High-Level Design
- Low-Level Design
- Development
- Testing
- Deployment
- Maintenance
- Wrap-up
- Everything All at Once
- Summary
- CHAPTER 2: BEFORE THE BEGINNING
- Document Management
- Historical Documents
- Code
- Code Documentation
- Application Documentation
- Summary
- CHAPTER 3: PROJECT MANAGEMENT
- Executive Support
- Project Management
- PERT Charts
- Critical Path Methods
- Gantt Charts
- Scheduling Software
- Predicting Times
- Get Experience
- Break Unknown Tasks into Simpler Pieces
- Look for Similarities
- Expect the Unexpected
- Track Progress
- Risk Management
- Summary
- CHAPTER 4: REQUIREMENT GATHERING
- Requirements Defined
- Clear
- Unambiguous
- Consistent
- Prioritized
- Verifiable
- Words to Avoid
- Requirement Categories
- Audience-Oriented Requirements
- Business Requirements
- User Requirements
- Functional Requirements
- Nonfunctional Requirements
- Implementation Requirements
- FURPS
- FURPS+
- Common Requirements
- Audience-Oriented Requirements
- Gathering Requirements
- Listen to Customers (and Users)
- Use the Five Ws (and One H)
- Who
- What
- When
- Where
- Why
- How
- Study Users
- Refining Requirements
- Copy Existing Systems
- Clairvoyance
- Brainstorm
- Recording Requirements
- UML
- User Stories
- Use Cases
- Prototypes
- Requirements Specification
- Validation and Verification
- Changing Requirements
- Summary
- Requirements Defined
- CHAPTER 5: HIGH-LEVEL DESIGN
- The Big Picture
- What to Specify
- Security
- Hardware
- User Interface
- Internal Interfaces
- External Interfaces
- Architecture
- Monolithic
- Client/Server
- Component-Based
- Service-Oriented
- Data-Centric
- Event-Driven
- Rule-Based
- Distributed
- Mix and Match
- Reports
- Other Outputs
- Database
- Audit Trails
- User Access
- Database Maintenance
- Configuration Data
- Data Flows and States
- Training
- UML
- Structure Diagrams
- Behavior Diagrams
- Activity Diagrams
- Use Case Diagram
- State Machine Diagram
- Interaction Diagrams
- Sequence Diagram
- Communication Diagram
- Timing Diagram
- Interaction Overview Diagram
- Summary
- CHAPTER 1: SOFTWARE ENGINEERING FROM 20,000 FEET
- CHAPTER 6: LOW-LEVEL DESIGN
- OO Design
- Identifying Classes
- Building Inheritance Hierarchies
- Refinement
- Generalization
- Hierarchy Warning Signs
- Object Composition
- Database Design
- Relational Databases
- First Normal Form
- Second Normal Form
- Third Normal Form
- Higher Levels of Normalization
- Summary
- OO Design
- CHAPTER 7: DEVELOPMENT
- Use the Right Tools
- Hardware
- Network
- Development Environment
- Source Code Control
- Profilers
- Static Analysis Tools
- Testing Tools
- Source Code Formatters
- Refactoring Tools
- Training
- Selecting Algorithms
- Effective
- Efficient
- Predictable
- Simple
- Prepackaged
- Top-Down Design
- Programming Tips and Tricks
- Be Alert
- Write for People, Not the Computer
- Comment First
- Write Self-Documenting Code
- Keep It Small
- Stay Focused
- Avoid Side Effects
- Validate Results
- Practice Offensive Programming
- Use Exceptions
- Write Exception Handers First
- Don’t Repeat Code
- Defer Optimization
- Summary
- Use the Right Tools
- CHAPTER 8: TESTING
- Testing Goals
- Reasons Bugs Never Die
- Diminishing Returns
- Deadlines
- Consequences
- It’s Too Soon
- Usefulness
- Obsolescence
- It’s Not a Bug
- It Never Ends
- It’s Better Than Nothing
- Fixing Bugs Is Dangerous
- Which Bugs to Fix
- Levels of Testing
- Unit Testing
- Integration Testing
- Automated Testing
- Component Interface Testing
- System Testing
- Acceptance Testing
- Other Testing Categories
- Testing Techniques
- Exhaustive Testing
- Black-Box Testing
- White-Box Testing
- Gray-Box Testing
- Testing Habits
- Test and Debug When Alert
- Test Your Own Code
- Have Someone Else Test Your Code
- Fix Your Own Bugs
- Think Before You Change
- Don’t Believe in Magic
- See What Changed
- Fix Bugs, Not Symptoms
- Test Your Tests
- How to Fix a Bug
- Estimating Number of Bugs
- Tracking Bugs Found
- Seeding
- The Lincoln Index
- Summary
- CHAPTER 9: DEPLOYMENT
- Scope
- The Plan
- Cutover
- Staged Deployment
- Gradual Cutover
- Incremental Deployment
- Parallel Testing
- Deployment Tasks
- Deployment Mistakes
- Summary
- CHAPTER 10: METRICS
- Wrap Party
- Defect Analysis
- Kinds of Bugs
- Discoverer
- Severity
- Time Created
- Age at Fix
- Task Type
- Ishikawa Diagrams
- Kinds of Bugs
- Software Metrics
- Qualities of Good Attributes and Metrics
- Using Metrics
- Process Metrics
- Project Metrics
- Things to Measure
- Size Normalization
- Function Point Normalization
- Count Function Point Metrics
- Multiply by Complexity Factors
- Calculate Complexity Adjustment Value
- Calculate Adjusted FP
- Summary
- Maintenance Costs
- Task Categories
- Perfective Tasks
- Feature Improvements
- New Features
- The Second System Effect
- Adaptive Tasks
- Corrective Tasks
- Preventive Tasks
- Clarification
- Code Reuse
- Improved Flexibility
- Bug Swarms
- Bad Programming Practices
- Individual Bugs
- Not Invented Here
- Perfective Tasks
- Task Execution
- Summary
- CHAPTER 12: PREDICTIVE MODELS
- Model Approaches
- Prerequisites
- Predictive and Adaptive
- Success and Failure Indicators
- Advantages and Disadvantages
- Waterfall
- Waterfall with Feedback
- Sashimi
- Incremental Waterfall
- V-Model
- Systems Development Life Cycle
- Summary
- CHAPTER 13: ITERATIVE MODELS
- Iterative Versus Predictive
- Iterative Versus Incremental
- Prototypes
- Types of Prototypes
- Pros and Cons
- Spiral
- Clarifications
- Pros and Cons
- Unified Process
- Pros and Cons
- Rational Unified Process
- Cleanroom
- Summary
- CHAPTER 14: RAD
- RAD Principles
- James Martin RAD
- Agile
- Self-Organizing Teams
- Agile Techniques
- Communication
- Incremental Development
- Focus on Quality
- XP
- XP Roles
- XP Values
- XP Practices
- Have a Customer On Site
- Play the Planning Game
- Use Standup Meetings
- Make Frequent Small Releases
- Use Intuitive Metaphors
- Keep Designs Simple
- Defer Optimization
- Refactor When Necessary
- Give Everyone Ownership of the Code
- Use Coding Standards
- Promote Generalization
- Use Pair Programming
- Test Constantly
- Integrate Continuously
- Work Sustainably
- Use Test-Driven and Test-First Development
- Scrum Roles
- Scrum Sprints
- Planning Poker
- Burndown
- Velocity
- Lean Principles
- Crystal Clear
- Crystal Yellow
- Crystal Orange
- FDD Roles
- FDD Phases
- Develop a Model
- Build a Feature List
- Plan by Feature
- Design by Feature
- Build by Feature
- FDD Iteration Milestones
- DAD Principles
- DAD Roles
- DAD Phases
- DSDM Phases
- DSDM Principles
- DSDM Roles
- Kanban Principles
- Kanban Practices
- Kanban Board
UM RAFBÆKUR Á HEIMKAUP.IS
Bókahillan þín er þitt svæði og þar eru bækurnar þínar geymdar. Þú kemst í bókahilluna þína hvar og hvenær sem er í tölvu eða snjalltæki. Einfalt og þægilegt!Rafbók til eignar
Rafbók til eignar þarf að hlaða niður á þau tæki sem þú vilt nota innan eins árs frá því bókin er keypt.
Þú kemst í bækurnar hvar sem er
Þú getur nálgast allar raf(skóla)bækurnar þínar á einu augabragði, hvar og hvenær sem er í bókahillunni þinni. Engin taska, enginn kyndill og ekkert vesen (hvað þá yfirvigt).
Auðvelt að fletta og leita
Þú getur flakkað milli síðna og kafla eins og þér hentar best og farið beint í ákveðna kafla úr efnisyfirlitinu. Í leitinni finnur þú orð, kafla eða síður í einum smelli.
Glósur og yfirstrikanir
Þú getur auðkennt textabrot með mismunandi litum og skrifað glósur að vild í rafbókina. Þú getur jafnvel séð glósur og yfirstrikanir hjá bekkjarsystkinum og kennara ef þeir leyfa það. Allt á einum stað.
Hvað viltu sjá? / Þú ræður hvernig síðan lítur út
Þú lagar síðuna að þínum þörfum. Stækkaðu eða minnkaðu myndir og texta með multi-level zoom til að sjá síðuna eins og þér hentar best í þínu námi.
Fleiri góðir kostir
- Þú getur prentað síður úr bókinni (innan þeirra marka sem útgefandinn setur)
- Möguleiki á tengingu við annað stafrænt og gagnvirkt efni, svo sem myndbönd eða spurningar úr efninu
- Auðvelt að afrita og líma efni/texta fyrir t.d. heimaverkefni eða ritgerðir
- Styður tækni sem hjálpar nemendum með sjón- eða heyrnarskerðingu
- Gerð : 208
- Höfundur : 11855
- Útgáfuár : 2015
- Leyfi : 379